Release Date: April 27, 2022
Graceful in every step with clockwork precision, her mechanized pirouette captivates the audience in electrifying shock and awe. Execute and electrocute elegantly as Gyre, the dancing spark. Flash across the stage as a living thunderbolt and strike true as lucent lightning. A gentle facade conceals her lethal touch, thus with regal poise she bids adieu in her danse macabre finale. Gyre graced us with her presence in Update 31.5 (2022-04-27).
Acquisition
Gyre's component and main blueprints can be acquired from The Holdfasts' bounties on the Chrysalith.Item | Source | Chance | Expected | Nearly Guaranteed |
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Zariman Bounty Lvl 70-75 | 11.90% | ~ 8 Stages | 54 ± 18 Stages |
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Zariman Bounty Lvl 60-65 | 13.56% | ~ 7 Stages | 47 ± 15 Stages |
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Zariman Bounty Lvl 50-55 | 13.04% | ~ 7 Stages | 49 ± 16 Stages |
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Zariman Bounty Lvl 110-115 | 12.99% | ~ 7 Stages | 49 ± 16 Stages |
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Zariman Bounty Lvl 90-95 | 12.99% | ~ 7 Stages | 49 ± 16 Stages |
All drop rates data is obtained from DE's official drop tables stored on Module:DropTables/data.
See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information,
visit here.
Crafting
Manufacturing Requirements | |||||
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![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 3 |
Time: 3 Day(s) |
Rush: ![]() | |||||
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Gyre Neuroptics Blueprint | |||||
![]() 15,000 |
![]() 6 |
![]() 300 |
![]() 60 |
![]() 4,500 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Gyre Chassis Blueprint | |||||
![]() 15,000 |
![]() 8 |
![]() 500 |
![]() 12 |
![]() 3,300 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Gyre Systems Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 300 |
![]() 40 |
![]() 6,500 |
Time: 12 Hour(s) |
Rush: ![]() |
Lore
- Main article: Angels of the Zariman
After the events of the quest, when speaking to Quinn as Gyre for first time in the Chrysalith, he reminisces about the day of the Zariman Ten Zero's departure for the Tau System.
A passenger by the name of Gyra was sent aboard by Orokin Executor Ballas to act as a figurehead. She was renown for her graceful movements and was a gentle soul, yet misfortune befell her as the Zariman crossed the fold in the Void. She succumbed to madness and insanity same as the rest of the ship's occupants.
Notes
- When Gyre wields her signature
Alternox, the weapon gains 20% Multishot.
- Quinn has unique dialogue when speaking to him with Gyre.
Trivia
- Gyre is the 49th unique Warframe to be released.
- Gyre was first revealed in Devstream 160 showcasing her in-game model and idle animations. Her finalized abilities, passive, and alternate helmet were shown in Devstream 161.
- Her placeholder ability names are Pulse, Sphere, Energized, and Overcharged.
- According to [DE]Pablo, Gyre has unique themes and abilities to differentiate her from
Volt, the first electricity-based Warframe. Specifically, Gyre is based on artificial electricity (such as Tesla coils and plasma globes) compared to Volt's natural lightning.[1]
- A portion of Gyre's abilities, such as
Arcsphere and
Coil Horizon, incorporates a refined object physics system as a testbed for future development. Earlier physics-based behavior in game objects include Pickups, Ragdolls, and
Grendel's
Pulverize.
- Akin to
Vauban and
Octavia, Gyre throws spherical objects via her abilities. However, Gyre's throws deviate from the aforementioned Warframes in the arcing angles similar to
Protea's
Grenade Fan, as well as introducing a bowling ball physics simulation to her second ability which subjects the thrown object to gravity and collisions more heavily.
- According to [DE]Pablo, Gyre has unique themes and abilities to differentiate her from
- Gyre is the seventh Warframe after
Limbo,
Hildryn,
Wisp,
Titania Prime,
Protea,
Xaku,
Sevagoth with a unique dodge roll animation, where she briefly becomes invisible as she twirls in a shower of sparks and reappears afterward with a thunderclap.
- Gyre is a notably tall female Warframe matching
Saryn's height.
- Her name comes from the term gyre, which means a spiral or a vortex, probably a reference to her pirouette movement or a Tesla coil (as inspiration for her theme).
- During development, Gyre's coil gown initially did not split when she activates
Rotorswell. The dress frequently clipped with her legs as she performed Maneuvers and would flip and flop oddly when Gyre dodge rolled. The art team and gameplay design team compromised with the finalized iteration, where Gyre performs a special rolling animation and her gown's crinoline held the dress apart.
- Gyre and
Styanax did not release with their own dedicated traditional Warframe Profile videos.
- Gyre is the first and only Warframe whose portrait uses an alternate helmet (in her case, her Automaton Helmet) instead of her standard helmet.
- Gyre holds dual Syachids in her Abilities diorama.
- Gyre was previously the only Warframe whose portrait faced right in the in-game menus, unlike all other Warframes (regular, Prime, or otherwise) who faced left. Gyre's portrait was changed later to match the rest.
References
Passive
Gyre's abilities gain a flat 10% Critical Chance per active
Electricity status proc affecting an individual enemy to deal 2.0x Critical Damage against that enemy.
- Bonus stacks additively with
Cathode Grace, increasing the overall ability critical chance at lower
Electricity status stack counts.
- Passive and Cathode Grace combined provide up to a maximum of 300% ability critical chance.
- From the passive alone, a minimum of 30
Electricity procs will reach the capped ability critical chance.
- From the passive alone, a minimum of 30
- Gyre's abilities can reach orange and red critical multipliers to inflict 3.0x and 4.0x ability critical damage.
- From the passive alone, orange crits start at 11 stacks (110% crit chance) and red crits at 21 stacks (210% crit chance) respectively.
- Helminth-subsumed abilities and Railjack turret abilities such as
Seeker Volley do not benefit from Gyre's passive.
Abilities
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Arcsphere Launch a Gyratory Sphere that will deal high damage on impact and periodically deal electrical shocks to nearby enemies. Hit multiple enemies at once with the initial launch to enhance damage. Introduced in Update 31.5 (2022-04-27) |
![]() ![]() 100 / 150 / 200 / 250 /s (field ![]() |
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![]() 7 m (field radius) | |||
Misc:
|
Info
- Gyre expends
25 energy to throw a Gyratory Sphere in an arcing trajectory toward the aiming reticle. On impact with a surface, entity, or on manual reactivation by pressing the ability key again (default 1 ), the Arcsphere fully deploys to electrocute all enemies within a
4 meter sight detection radius, inflicting
1,000 / 1,300 / 1,600 / 2,000
Electricity damage with a guaranteed Status Effect.
- Damage on deployment can damage and break destructible Objects in range.
- The deployed Arcsphere remains stationary lasting for
7 / 8 / 9 / 10 seconds. It emits an electric field with a
7 meter sight detection radius, shocking all surviving and new enemies in range to inflict
100 / 150 / 200 / 250
Electricity damage per second with a guaranteed status effect. Damage per second inflicted by the electric field is multiplied by 2 times if at least 3 enemies are hit inside the initial impact radius. Gyre may only have 3 Arcspheres active at once.
- The number of active Arcspheres is shown on the ability icon.
- The deployed Arcsphere is not a solid object, as such allows entities and projectiles to phase through it unhindered.
- Due to its projectile properties, Arcsphere's thrown and deployed objects are attracted by
Magnetize.
- Ability Synergy:
- Gyre's passive and
Cathode Grace enable ability Critical Hits by granting 0% to 300% critical chance to damage and status effects dealt by Arcsphere, which trigger lightning discharges from
Rotorswell.
Coil Horizon's enemy suction effect assists in Arcspheres' damage enhancement.
- Direct kills by Arcsphere, its
Electricity status effects, and kill assists from allies extend Cathode Grace's duration.
- Gyre's passive and
- Can be recast while active to halt and deploy an Arcsphere mid-flight, or throw and deploy a new Arcsphere.
- Casting and manually deploying Arcsphere are upper-body animations that allow player movement and Maneuvers while restricting other actions.
- Arcsphere visually resembles a spherical cluster of magnetic pentagonal and hexagonal plates surrounding an electric core. Arcs of lightning protrude from within to touch the borders of the electric field which meld into nearby terrain, giving an appearance similar to a large plasma globe.
- Enhanced damage Arcsphere changes its appearance by expanding its plates from the core, with numerous other plates methodically orbiting the sphere within the confines of the electric field.
- Nullifier bubbles will only disable an orb when they cross the gyrating core, not the emanating energy aura.
- The thrown projectile sphere will bounce off of the null bubble on contact.
Tips & Tricks
- The orbs are extremely effective as crowd control tools especially in areas with tight corridors. Range- and Duration-based mods further amplify the effects.
- A Range build is also useful at keeping enemies from seeking safety in a nullifier bubble that is already within the orb's effective range, shocking them before getting within unless the bubble manages to disable the electric field's core.
- Deploy an orb near the party's camping position in Survival missions for an added layer of security in case enemies get too close.
- Be mindful that Arcspheres can prematurely deploy when they make contact with allied units such as other Warframes, Tenno Specters, companions or Railjack Crews.
- The orbs are extremely effective as crowd control tools especially in areas with tight corridors. Range- and Duration-based mods further amplify the effects.
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Coil Horizon Throw forward a Gyratory Sphere that will implode after a few seconds or can be manually triggered. Introduced in Update 31.5 (2022-04-27) |
![]() ![]() 500 / 750 / 1,000 / 1,250 ( ![]() |
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Misc:
Knockdown on hit | |||
Subsumable to Helminth |
Info
- Gyre expends
50 energy to deploy a Gyratory Sphere using an underhand throw with an arcing trajectory toward the aiming reticle. The Coil Horizon sphere is a physics-based object with a high initial velocity as it rebounds against surfaces and obstacles during its 2 second lifetime. Direct contact inflicts
Knockdown and
1,000 / 1,150 / 1,300 / 1,500
Electricity damage per second with a guaranteed status effect.
- Upon reaching the end of its lifetime, or when manually triggered by pressing the ability key again (default 2 ), Coil Horizon detonates itself in an electromagnetic implosion spanning a
12 meter radius that lingers for 2 seconds. Enemies in sight detection range are dealt
500 / 750 / 1,000 / 1,250
Electricity damage with a guaranteed status effect. Affected enemies and any enemies that subsequently enter the implosion radius are rapidly pulled into its center in a
Ragdoll state.
- Damage on implosion diminishes with distance from the center.
- The implosion can damage and break destructible Objects, bypassing line-of-sight restriction in its range.
- Any Pickups that spawn from enemies killed and destructible objects broken by Coil Horizon are vacuumed to the center of the implosion. Regular items left on the ground are unaffected by the suction.
- Ability Synergy:
- Gyre's passive and
Cathode Grace enable ability Critical Hits by granting 0% to 300% critical chance to damage and status effects dealt by Coil Horizon, which trigger lightning discharges from
Rotorswell.
- Coil Horizon's enemy suction effect assists in
Arcsphere's damage enhancement.
- Direct kills by Coil Horizon, its
Electricity status effects, and kill assists from allies extend Cathode Grace's duration.
- Gyre's passive and
- Can be recast while active to detonate the sphere, or throw a new sphere while an implosion vortex exists.
- Casting and manually detonating Coil Horizon are upper-body animations that allow player movement and Maneuvers while restricting other actions.
- Gyre visually conjures an alternate Gyratory Sphere core in her left hand as she tosses it forward. The sphere rolls along in its deployed plated form emitting electric sparks until the implosion occurs, then warps the magnetic plates into outward-pointing triangular spikes that individually rotate. Void energy flares and an event horizon appear around the sphere's core, which gradually dissolves away.
- Subsuming Gyre to the Helminth will offer Coil Horizon and its augments to be used by other Warframes.
Augment

- Main article: Coil Recharge
Coil Recharge is a Warframe Augment Mod for Gyre's
Coil Horizon that allows her Gyratory Sphere to be recalled on recast without detonating it, while discharging additional
Electricity damage that chains to other enemies. Upon held cast, the sphere will detonate and enemies that are pulled in from the detonation will receive additional discharges.
Tips & Tricks
- A Range-based build allows the detonated spheres to pull and stagger more enemies, making for more convenient dispatching en masse. It also helps in pulling enemies within Gyre's
Rotorswell when detonated immediately upon deployment.
- It may be prudent to deploy an
Arcsphere at a location where Coil Horizon will self-detonate to give its bowling ball physics a chance at damaging enemies first before pulling them into the plasma globe.
- It may be prudent to deploy an
- Coil Horizon's pulling ability is useful in assisting allies with modded abilities requiring enemies within their effective range, such as
Hydroid's
Pilfering Swarm,
Khora's
Pilfering Strangledome and
Gara's
Spectrosiphon.
- A Range-based build allows the detonated spheres to pull and stagger more enemies, making for more convenient dispatching en masse. It also helps in pulling enemies within Gyre's
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Cathode Grace Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending duration of Cathode Grace. Casting is on a cooldown. Introduced in Update 31.5 (2022-04-27) |
![]() + 25 / 30 / 40 / 50 % (ability crit chance) 1 / 1.15 / 1.3 / 1.5 EP/s (energy regen) |
![]() 3 s (extra time per kill) | |||
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Misc: 60 s (casting cooldown and max duration cap) |
Info
- Gyre expends
75 energy as she surges a potent electric current through herself as Gyral Blocks envelop her forearms. Cathode Grace grants Gyre a
25% / 30% / 40% / 50% Critical Chance bonus to her weapons and abilities, as she constantly recharges
1 / 1.15 / 1.3 / 1.5 Energy points per second, lasting for an initial duration of
8 seconds. For each enemy killed directly by Gyre, or killed by any source while affected by a Status Effect inflicted by Gyre, Cathode Grace's remaining duration is extended by
3 seconds, up to a maximum duration capped at 60 seconds. In addition to the energy cost requirement, casting the ability triggers a 60 seconds cooldown before the next activation is allowed.
- Casting Cathode Grace is a full-body animation that interrupts Gyre's grounded movement and other actions.
- Cannot be recast while active or on cooldown.
- Critical Chance bonus for weapons is additive to the bonus from mods such as
Point Strike,
Pistol Gambit, and
True Steel.
- Critical Chance bonus for Gyre's abilities is a percentage point increase.
- Bonus is additive to Gyre's passive.
- Casting an ability will stop the energy regeneration for 1 second.
- Cathode Grace's remaining duration is shown on the ability icon. Once duration elapses, the remaining cooldown timer replaces the duration timer on the ability icon.
- The ability's cooldown starts immediately when Cathode Grace's duration timer begins to count down.
- Audible cues play when Cathode Grace's duration ends, and when its cooldown is complete.
- Kills made while manning a Railjack turret, be it with direct fire or abilities such as
Shatter Burst, also extend Cathode Grace duration.
- When the ability is cancelled (falling out of bounds) it takes the highest duration it gained from kills/assists and subtracts it from the Cooldown. Example: You reached 59 seconds on the ability icon and later on you fall out of bounds with 20 seconds on
Cathode Grace's timer,
Cathode Grace subtracts 59 seconds from the cooldown instead of the 20 seconds and your
Cathode Grace will have no cooldown.
- Ability Synergy:
- Gyre's passive and Cathode Grace enable ability critical hits by granting 0% to 300% critical chance to damage and status effects dealt by
Arcsphere,
Coil Horizon, and
Rotorswell.
- Direct kills by Gyre's abilities, their
Electricity status effects, and kill assists from allies extend Cathode Grace's duration.
- Gyre's passive and Cathode Grace enable ability critical hits by granting 0% to 300% critical chance to damage and status effects dealt by
- Gyre visually bows gracefully with hand gestures as hundreds of Gyral Blocks detach from her coil gown, electromagnetically levitating into the air. Gyre finishes her bow, culminating in a powerful posture that attracts and concentrates all Gyral Blocks to encircle her forearms in two spherical clusters. The Gyral Blocks rhythmically pulse in a wave-like pattern, while Gyre's body is enveloped in electricity.
Augment

- Main article: Cathode Current
Cathode Current is a Warframe Augment Mod for Gyre's
Cathode Grace that causes enemies killed to release an additional discharge from
Rotorswell and extend its duration.
Tips & Tricks
- As Gyre already generates her own Energy while Cathode Grace is active, she can forego of, or even sacrifice, Ability Efficiency stats in exchange for amplifying other stats, such as increased Duration with
Constitution or firepower such as by equipping
Blind Rage.
- As Cathode Grace has a rather long animation time, Gyre is vulnerable while activating the ability. Equipping
Quick Thinking not only gives her a safeguard, it also can make her tankier by expending energy to prevent lethal damage - which she can quickly replenish by constantly attacking and keeping Cathode Grace up.
- This ability's energy regeneration is paused during channeled abilities, such as Gloom (while affecting enemies) added via the Helminth system,
- As Gyre already generates her own Energy while Cathode Grace is active, she can forego of, or even sacrifice, Ability Efficiency stats in exchange for amplifying other stats, such as increased Duration with
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Rotorswell Gyre’s mechanisms spin at incredible speeds, generating an Electric Field that shocks nearby enemies. When Gyre gets a critical hit, a large electrical discharge will chain from the enemy that was hit to nearby enemies. Introduced in Update 31.5 (2022-04-27) |
![]() ![]() 250 / 350 / 400 / 500 (discharge ![]() |
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![]() 10 m (discharge range) | |||
Misc:
50% (move speed bonus) |
Info
- With a graceful whirl, Gyre expends
100 energy to overcharge her coil gown as its rotors gyrate rapidly and conductive plating lift apart, granting her a 50% movement speed bonus lasting for
10 / 14 / 18 / 22 seconds. A sustained radial electrical surge contained within a ring of Gyral Blocks surrounds Gyre, shocking all enemies within a
4 meter sight detection radius around her to inflict
100 / 150 / 200 / 250
Electricity damage per second with a guaranteed status effect.
- Damage per second can damage and break destructible Objects in range.
- Gyre's player camera positions itself further away while Rotorswell is active to expand her field of view.
- Electric field is a spherical radius around Gyre that affects enemies above and below her, despite the visual indicator being represented by the horizontal Gyral Block ring.
- While active, inflicting a Critical Hit from Gyre's weapons or abilities against an enemy target triggers a lightning discharge that chains outward, striking the target plus up to 5 other enemies within a
10 meter sight detection radius around the source enemy. The source enemy and chained enemies are inflicted
250 / 300 / 400 / 500
Electricity damage with a guaranteed status effect. Up to 2 lightning discharges from 2 separate critical hits can occur simultaneously; after discharging, Rotorswell undergoes a 1 second cooldown before it can create discharges again.
- Discharge damage is independent of the used weapon's damage.
- Ability Synergy:
- Gyre's passive and
Cathode Grace enable ability Critical Hits by granting 0% to 300% critical chance to damage and status effects dealt by Rotorswell.
- Critical hits dealt by
Arcsphere,
Coil Horizon, Rotorswell's electric field and its discharge will trigger the discharge effect.
- Critical hits dealt by
- Direct kills by Rotorswell, its
Electricity status effects, and kill assists from allies extend Cathode Grace's duration.
- Killing enemies with
Cathode Current active releases an additional discharge from Rotorswell while extending its duration equal to Cathode Grace's bonus duration.
- Gyre's passive and
- Can be recast while active to briefly cancel the ability then renew into a new instance with full duration.
- Casting Rotorswell is a full-body animation that interrupts Gyre's grounded movement and other actions.
- In Landscapes, deploying and riding an Archwing or a K-Drive while Rotorswell is active will retain the gyrating transmitters and will keep dealing damage.
- This is also true when casting Rotorswell before getting off a Railjack to fly via Archwing, giving an additional damaging source while engaging enemy craft in melee.
- Gyre visually performs a clockwise pirouette from where she stands, ending the whirl with a right-footed stomp as she braces her arms to the sides for the electrical overcharge. Gyre's body is enveloped in electricity, as 8 Transmitter Drones launch outward and take flight in a zigzagging pattern, following Gyre wherever she goes to detect her critical hits and discharge a lightning strike against her targets. Her coil gown's crinoline splits apart and lifts the conductive plating up to the sides to provide her ample legroom for swift movement. A persistent horizontal ring of 72 Gyral Blocks materializes and surrounds Gyre to denote her electric field's radius, while the electric surge spreads from her coil gown out toward the ring and concentrates itself within Gyre's proximity as the electrical current stabilizes.
- Transmitter Drones use the same model as
Vauban's grenades and default to the silver coloration and white energy. They travel their own flight paths and attempt to follow Gyre once she moves away.
- All Gyral Blocks have a stylized engraving that resembles Mastery Slate Decorations, rapidly spinning counterclockwise along the X axis and pulse together in a wave-like pattern. The spacing between Gyral Blocks widens or tightens depending on Gyre's Ability Range stat.
- Transmitter Drones use the same model as
Tips & Tricks
- Synergizes particularly well with high ammo, high fire rate guns even if they have low damage and/or critical chance such a full-auto
Tiberon Prime, as the lightning arcs' damage is independent of said weapons' damage and the fire rate may compensate for the low chances at critical hits.
- Can also work for high fire rate, high multishot but mediocre critical chance shotguns such as the
Boar Prime, as their individual pellets have their own chance at striking a critical hit.
- Can also work for high fire rate, high multishot but mediocre critical chance shotguns such as the
- As the electrical discharges from Rotorswell require only critical hits and not critical kills to trigger, weapons with high potential for extremely high critical chance and high fire rate/attack speed - such as the
Grakata,
Soma Prime with
Hata-Satya, or
Tekko - will synergize extremely well with the ability.
- Activating Rotorswell before riding an Archwing or a K-Drive will make Gyre deadly against enemies that get too close.
Strength Mods | Duration Mods | Range Mods |
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Patch History
Update 38.0 (2024-12-13)
- Fixed Gyre not being in the Invert Tap/Hold Abilities list in the Gameplay Settings.
Hotfix 37.0.9 (2024-11-13)
- Fixed Gyre’s Coil Horizon UI icon not graying out when there is insufficient Energy to cast.
Hotfix 37.0.7 (2024-10-16)
- Fixed a script error caused by Gyre’s Coil Horizon.
Hotfix 37.0.4 (2024-10-10)
- Fixed script error caused by Gyre’s Coil Recharge Augment.
Hotfix 37.0.1 (2024-10-02)
- Fixed script error caused by Gyre’s Rotorswell.
Update 37.0 (2024-10-02)
- Augment: Coil Horizon -
Coil Recharge
Hotfix 36.0.2 (2024-06-19)
- Fixed a script error caused by Gyre’s Rotorsell ability.
Update 36.0 (2024-06-18)
- Line Of Sight Improvements
As a continuation of our efforts to improve LOS systems within Warframe, which have been ongoing since Dante Unbound, we’ve made further strides towards improving how we handle these checks.
From a technical standpoint, we’ve improved the consistency and performance of the underlying LOS systems within the game by handling how we detect unrendered targets, in addition to improvements we’ve made in recent hotfixes.
Abilities that use LOS checks already have been updated to this improved technology! Additionally, with these improvements, we can now easily shift over any Warframe Ability that relies on LOS checks to be seamlessly migrated to this new, more accurate system, meaning we’re able to act faster on any outlying offenders that may arise.
To name a few Warframe abilities that benefit from this with Jade Shadows:
- Gyre's Rotorswell
- FIXES
- Fixed script error with Gyre’s Rotorswell.
Hotfix 35.5.9 (2024-05-01)
- Fixed Gyre’s skirt blocking camera while Rotorswell is active and aiming down sights.
Hotfix 35.5.8 (2024-04-24)
- Fixed the skirt on the Gyre Kuvael Monarch Skin not lifting while using her Rotorswell ability.
Update 34.0 (2023-10-18)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.
Warframe Stat Changes:
GYRE
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 550 (from 175) / Max Rank - 650 (from 525)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 190 (from 160) / Max Rank - 240 (from 240)
While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!
Update 33.0 (2023-04-26)
- Fixed hand clipping issues for the following Warframes (includes Primes for those who have that variant) when using Hildryn Prime’s Noble animation.
- Gyre
- Fixed script error with Gyre’s Arcsphere.
Update 32.3 (2023-02-15)
- Augment: Cathode Grace -
Cathode Current
Hotfix 32.0.13 (2022-10-14)
- Fixed script error with Gyre’s Rotorswell.
Update 32.0 (2022-09-07)
- Fixed the timer for Gyre’s Cathode Grace not increasing duration for Client on Warframe Ability kills.
- Fixed Gyre's passive ability critical chance inconsistency when playing as client (undocumented)
Update 31.6 (2022-06-09)
- Polished some of Gyre’s idle animations.
Hotfix 31.5.9 (2022-05-12)
- Fixed kills by Gyre’s abilities not being accounted for in player profile stats.
Hotfix 31.5.5 (2022-05-03)
- Fixed Gyre Rotorswell lightning strike cooldown being permanently decreased in certain cases when the electric arcs chain to other enemies.
- This potentially also fixes Cathode Grace randomly disabling itself - please let us know if this issue continues post-Hotfix.
Hotfix 31.5.3 (2022-04-29)
- Fixed the rarity of the Zariman Bounty reward tiers (Common/Uncommon/Rare pools) not being properly assigned - resulting in unintended drop rates. As reported here: https://forums.warframe.com/topic/1306797-gyre-parts-not-dropping/
- This directly affected the Gyre and Weapons Blueprints. The UI was inaccurately stating the rarity for each - Gyre’s Component Blueprints were marked as ‘uncommon’ but only had a 2% drop chance, while the Weapon Blueprints were marked as ‘rare’ but had a whopping 21% drop chance. So we have redistributed the drop rates by increasing the drop chance of Gyre’s Component blueprints within the intended ‘uncommon’ rates and lowering the Weapon Blueprints rate to intended ‘rare’ rates.
Hotfix 31.5.2 (2022-04-28)
- Added sound FX variations to Gyre’s Arcsphere and Coil Horizon cast.
Update 31.5 (2022-04-27)
- Introduced.
Ability SFX
Dodging
Arcsphere
- Cast
- Deploying projectile
- Deploying enhanced projectile
- Projectile whizz
- Projectile loop
- Enhanced projectile loop
- Projectile range loop
- Projectile dissolves
Coil Horizon
- Cast
- Detonate
- Loop
- Projectile bounce
- download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (
Cathode Grace
- Cast
- Loop
- End
Rotorswell
- Cast
- Cast burst
- Critical discharge
- download, history) (download, history) (download, history) (download, history) (download, history) (
- Gyro spins
- download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (
- Loop
- End
Images
Videos
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